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Returning 35 results for 'both built diffusing captives rin'.
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both build diffusing captives rin
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
11. Slave Pen This cave is built to hold captives until they are sent to Menzoberranzan to be sold as slaves. The gate to the slave pen is kept locked. A character using thieves’ tools can pick the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
11. Slave Pen This cave is built to hold captives until they are sent to Menzoberranzan to be sold as slaves. The gate to the slave pen is kept locked. A character using thieves’ tools can pick the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
11. Slave Pen This cave is built to hold captives until they are sent to Menzoberranzan to be sold as slaves. The gate to the slave pen is kept locked. A character using thieves’ tools can pick the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
leading down as the characters explore. Ceilings. Passages and chambers are 10 feet high unless otherwise indicated. Doors. All doors are made of wood with iron handles, hinges, and built-in locks
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
leading down as the characters explore. Ceilings. Passages and chambers are 10 feet high unless otherwise indicated. Doors. All doors are made of wood with iron handles, hinges, and built-in locks
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
leading down as the characters explore. Ceilings. Passages and chambers are 10 feet high unless otherwise indicated. Doors. All doors are made of wood with iron handles, hinges, and built-in locks
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
split up.
The Donjon Sphere The Donjon Sphere is a metal sphere that drifts through the Astral Sea. Centuries ago, an unknown species of intelligent beings built the sphere to capture and contain
specimens from across the cosmos. They used strange magic to peer into the minds of their captives and observe them in simulated environments, curious to understand the minds of these alien creatures
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
split up.
The Donjon Sphere The Donjon Sphere is a metal sphere that drifts through the Astral Sea. Centuries ago, an unknown species of intelligent beings built the sphere to capture and contain
specimens from across the cosmos. They used strange magic to peer into the minds of their captives and observe them in simulated environments, curious to understand the minds of these alien creatures
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
split up.
The Donjon Sphere The Donjon Sphere is a metal sphere that drifts through the Astral Sea. Centuries ago, an unknown species of intelligent beings built the sphere to capture and contain
specimens from across the cosmos. They used strange magic to peer into the minds of their captives and observe them in simulated environments, curious to understand the minds of these alien creatures
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
. They also can’t trust the moronic squidlings to accomplish such a delicate task. For these reasons, the gnome ceremorphs need help. They have built a device that can detect the presence of psi
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
. They also can’t trust the moronic squidlings to accomplish such a delicate task. For these reasons, the gnome ceremorphs need help. They have built a device that can detect the presence of psi
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Later, cultists erected this statue and built the metal base to support it. The only adornment on the base is a 4-foot-wide, humanlike grin affixed to one side to represent Ablinash’s mutation. The
through (except by characters in gaseous or liquid form). The mind flayer fanatics realized the base would make an ideal prison for their most valuable human captives. They used the lever in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Later, cultists erected this statue and built the metal base to support it. The only adornment on the base is a 4-foot-wide, humanlike grin affixed to one side to represent Ablinash’s mutation. The
through (except by characters in gaseous or liquid form). The mind flayer fanatics realized the base would make an ideal prison for their most valuable human captives. They used the lever in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
. They also can’t trust the moronic squidlings to accomplish such a delicate task. For these reasons, the gnome ceremorphs need help. They have built a device that can detect the presence of psi
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Later, cultists erected this statue and built the metal base to support it. The only adornment on the base is a 4-foot-wide, humanlike grin affixed to one side to represent Ablinash’s mutation. The
through (except by characters in gaseous or liquid form). The mind flayer fanatics realized the base would make an ideal prison for their most valuable human captives. They used the lever in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disaster. A trail of debris, some of the stones larger than a castle, extends from the corpse’s lower end. The city of Tu’narath is built on and in the corpse’s upper body, with a central district in the
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ulitharid has built an enormous dynamo that channels the energy of an underground river to power a series of interconnected metal capsules called psipods. The illithids under Extremiton’s command have
kidnapped humanoids from Waterdeep and Undermountain and put them to sleep in these capsules, which link their dreaming minds to the ulitharid’s dizzying intellect. These captives believe they’re in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ulitharid has built an enormous dynamo that channels the energy of an underground river to power a series of interconnected metal capsules called psipods. The illithids under Extremiton’s command have
kidnapped humanoids from Waterdeep and Undermountain and put them to sleep in these capsules, which link their dreaming minds to the ulitharid’s dizzying intellect. These captives believe they’re in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disaster. A trail of debris, some of the stones larger than a castle, extends from the corpse’s lower end. The city of Tu’narath is built on and in the corpse’s upper body, with a central district in the
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disaster. A trail of debris, some of the stones larger than a castle, extends from the corpse’s lower end. The city of Tu’narath is built on and in the corpse’s upper body, with a central district in the
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ulitharid has built an enormous dynamo that channels the energy of an underground river to power a series of interconnected metal capsules called psipods. The illithids under Extremiton’s command have
kidnapped humanoids from Waterdeep and Undermountain and put them to sleep in these capsules, which link their dreaming minds to the ulitharid’s dizzying intellect. These captives believe they’re in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
two pet apes (which have 30 hit points each). One is on guard to the north of the door, the other resting on a platform built above the door. The Keeper wears a thick chain mail shirt (accounting for
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
two pet apes (which have 30 hit points each). One is on guard to the north of the door, the other resting on a platform built above the door. The Keeper wears a thick chain mail shirt (accounting for
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
two pet apes (which have 30 hit points each). One is on guard to the north of the door, the other resting on a platform built above the door. The Keeper wears a thick chain mail shirt (accounting for
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
following: A mind flayer prison or asylum, filled with mindless thralls and tormented captives A lost dwarven necropolis containing row after row of dusty tombs waiting to be plundered A fortified outpost
hulls, built atop a lonely mountain or rocky hill A vast arctic tundra that serves as a hunting ground for berserkers and yeti A primeval forest protected by treants or corrupted by demon-worshiping
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
following: A mind flayer prison or asylum, filled with mindless thralls and tormented captives A lost dwarven necropolis containing row after row of dusty tombs waiting to be plundered A fortified outpost
hulls, built atop a lonely mountain or rocky hill A vast arctic tundra that serves as a hunting ground for berserkers and yeti A primeval forest protected by treants or corrupted by demon-worshiping
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
following: A mind flayer prison or asylum, filled with mindless thralls and tormented captives A lost dwarven necropolis containing row after row of dusty tombs waiting to be plundered A fortified outpost
hulls, built atop a lonely mountain or rocky hill A vast arctic tundra that serves as a hunting ground for berserkers and yeti A primeval forest protected by treants or corrupted by demon-worshiping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inhabitants worship 7 Cistern or well for drinking water 8–9 Guardroom for the defense of the lair 10 Kennel for pets or guard beasts 11 Kitchen for food storage and preparation 12 Pen or prison where captives
patrol the maze 6–10 Lair for guard beasts that patrol the maze 11 Pen or prison accessible only by secret door, used to hold captives condemned to the maze 12 Shrine dedicated to a god or other entity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inhabitants worship 7 Cistern or well for drinking water 8–9 Guardroom for the defense of the lair 10 Kennel for pets or guard beasts 11 Kitchen for food storage and preparation 12 Pen or prison where captives
patrol the maze 6–10 Lair for guard beasts that patrol the maze 11 Pen or prison accessible only by secret door, used to hold captives condemned to the maze 12 Shrine dedicated to a god or other entity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inhabitants worship 7 Cistern or well for drinking water 8–9 Guardroom for the defense of the lair 10 Kennel for pets or guard beasts 11 Kitchen for food storage and preparation 12 Pen or prison where captives
patrol the maze 6–10 Lair for guard beasts that patrol the maze 11 Pen or prison accessible only by secret door, used to hold captives condemned to the maze 12 Shrine dedicated to a god or other entity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
outfitted it with a pier and a ramshackle fort built from scavenged planking, old barrels, deck grates, spars, and whatever else they could scrounge. It incorporates a warehouse where they stash their
stolen booty until it can be sold (area 4), a cell where captives are held until they’re ransomed or sold (area 5), and a tavern where the pirates carouse (areas 6A–area 6C). The three pirate
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
outfitted it with a pier and a ramshackle fort built from scavenged planking, old barrels, deck grates, spars, and whatever else they could scrounge. It incorporates a warehouse where they stash their
stolen booty until it can be sold (area 4), a cell where captives are held until they’re ransomed or sold (area 5), and a tavern where the pirates carouse (areas 6A–area 6C). The three pirate
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
outfitted it with a pier and a ramshackle fort built from scavenged planking, old barrels, deck grates, spars, and whatever else they could scrounge. It incorporates a warehouse where they stash their
stolen booty until it can be sold (area 4), a cell where captives are held until they’re ransomed or sold (area 5), and a tavern where the pirates carouse (areas 6A–area 6C). The three pirate
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
together to track the band, and to do so quickly, rescuing the captives. I’ve been welcomed in this area ever since, and have gotten to know the goodly folk here well. Hardbuckler At the southern edge of the
purchase their storage crates and other necessary goods from local artisans, who also make locks, latches, waxy sealants for waterproofing crates and boxes, and the like. The crates are all built to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
together to track the band, and to do so quickly, rescuing the captives. I’ve been welcomed in this area ever since, and have gotten to know the goodly folk here well. Hardbuckler At the southern edge of the
purchase their storage crates and other necessary goods from local artisans, who also make locks, latches, waxy sealants for waterproofing crates and boxes, and the like. The crates are all built to






